MLGProPlayer wrote: »IvorySamoan wrote: »Um, Bethesda just confirmed it?
They were at 8.5 sold units half way through last year, so they've sold 1.5 million since then: super impressive, going to hit 12 I reckon soon with Morrowind just releasing and getting pretty great word of mouth.
ESO, actually now looking like that WoW killer it was touted to be so long ago lol.
WoW had 12 million SUBSCRIBERS (aka active players) at its peak. No game will ever reach those numbers again, or get even close.
timidobserver wrote: »It's advertising, what do you expect? Assuming you have ever even ate at McDonalds, how often do you get a burger that looks like the one on TV.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
EnglishTea123 wrote: »I don't mean to brag, but I still have 10 million active customers for my lemonade stand that I started 10 years ago. lol.
Okay but really... just as some others have said, if there were even 500k active players, Rawl'Kha would be just as full, if not more because vet zones and normal zones are combined, as before. New players may think that it's crowded right now, but, boy, Rawl'Kha was PACKED way-back-when. Can't believe some people would actually believe ZoS' statement claiming that they have 10 million active players. Like... really? Guess I'll never know why they reduced PvP pop limit, cut down on PvP campaigns, and combined vet zones and normal zones. If ZoS actually fixed things that needed, and still need, fixing, maybe then the game could have at least one million active players... but nah they thought we needed housing and warden before anything else.
vyndral13preub18_ESO wrote: »I like how over half the posts in this thread are veiled attempts to bash ZOS.
This game is as healthy as ever.
Hopefully more healthy then ever. Since launch we have had major direction changes. Major content reworks. And major changes in pricing. That does not scream a game in great health. Unless you are of the mind that the game has always been really really healthy and ZOS just decided they were not getting enough of your money.
Im of the mind ZOS is not out to screw us on purpose(usually), so the changes lead me to think the game has never been as successful as they hoped. So here is hoping the game is MORE successful then ever.
f047ys3v3n wrote: »MLGProPlayer wrote: »
WoW had 12 million SUBSCRIBERS (aka active players) at its peak. No game will ever reach those numbers again, or get even close.
I totally disagree with this statement. Not only could ESO have reached these numbers, I think that it was legitimately expected to bury them.
Reasons
1) While great competition in MMO's exists now on the PC there is almost no competition on the console. ESO was aimed primarily at that market, a market that is far larger than the PC market today which is larger than the PC market was when WoW set those numbers. In other words, ESO faced no more competition than WoW and had a larger potential market.
2) ESO brought far more potential legacy players to the game from the previous ESO hits such as Skyrim than WoW whose predecessor was far less popular.
3) ESO had a massively larger budget.
4) Free to Play, micro transactions, and the like have proven far superior revenue models and thereby boosted both revenues and player bases.
What ESO got right:
1) Excellent, varied, and compelling quests and lore.
2) Excellent visuals, updated graphics and the like.
3) Limited size ability bars and a lower threshold to entry.
What ESO got wrong:
1) The game was not even close to ready at launch. Console, the target audience, as not ready for a full year and what should have been the launch game engine was not really done for 1.7 years, the time ESO+ with dynamic zone scaling and better grouping was finished.
2) ZOS pulled the funding plug in September of launch year with massive layoffs that basically killed timely development and balance capability as well as cost them many devs who actually knew how some of the code worked and would have been able to fix things more efficiently.
3) Endgame PVE has always been small in size, had rather weak rewards, generally poor and un-engaging mechanics, and has often not even been scaled to max level. Basically, little development effort has been put into it.
4) The main PVP experience proved a bit too ambitious and so has been plagued by lag and instability problems.
5) PVP and PVE balance have never been decoupled. Plenty of games have proven that PVP and PVE can never be balanced together. ESO's insistence on doing this is ignorant, idiotic, and they have paid the price in lack of balance in either.
6) The champion system created massive imbalance and a huge barrier to entry. It did everything we said it would and was at least the magnitude of disaster we predicted.
7) ESO's balance has often involved uber changes such as removal of dynamic ulti-regen, removal of regen while blocking, or an across the board 30 or so % decrease in resources. Balance steps of this magnitude basically just wreck everyone's builds and remove any reset any balance previously achieved. People hate them, they accomplish little, and give the impression of laziness and ineptitude.
8) Badly behaving players doing things such as running cheat engine, item duplication, spam reporting, and other exploits have never been dealt with sufficiently leaving an inmates are running the asylum vibe.
9) The game was not free to play at launch. It clearly should have both to retain players and because not doing so left a very bad impression on players who paid for most of a year with all those assurances that it was a subscription game.
10) ZOS have never ever been honest or open with players about what it is doing, what it plans to do, or why it does some things. Being left in the dark and fed *** sandwiches gets real old.
In conclusion, ESO not only could have bested WoW's peak numbers but, if run with only average competency, should have been expected too. It was not run with even average competency from the funding decisions (presumably made by the board) to the progression, balance and mechanics decisions. ESO deserves the infamy it has gained in some circles. Given the magnitude of advantages, and therefore expectations, it had, it's showing has been pitiful. ESO is like Star Wars Episode 1. Sure, it made money, but it was nevertheless a massive failure given the legitimate expectations. #WrobelforJarJar.
I believe that ESO is successful, but not as an MMO. I think the majority of its players are invisible to the enthusiast community because they keep to themselves and play ESO like an episodic single player game.
DemonDruaga wrote: »It feels like there are more or less like 200-300. Where ever I go I see the same endgame players that I saw years back.
f047ys3v3n wrote: »1) While great competition in MMO's exists now on the PC there is almost no competition on the console. ESO was aimed primarily at that market, a market that is far larger than the PC market today which is larger than the PC market was when WoW set those numbers. In other words, ESO faced no more competition than WoW and had a larger potential market.
DemonDruaga wrote: »It feels like there are more or less like 200-300. Where ever I go I see the same endgame players that I saw years back. New players come, expitience the broken rng, and leave.
f047ys3v3n wrote: »1) While great competition in MMO's exists now on the PC there is almost no competition on the console. ESO was aimed primarily at that market, a market that is far larger than the PC market today which is larger than the PC market was when WoW set those numbers. In other words, ESO faced no more competition than WoW and had a larger potential market.
I always read claims that the console market is far larger than the PC market. Do you have any numbers?
All I find is the opposite, like here for example: https://www.digitaltrends.com/gaming/pc-market-grew-in-2016-led-by-mobile-and-pc-gaming/
500K active would be the same as Final Fantasy so it makes some sense.EnglishTea123 wrote: »I don't mean to brag, but I still have 10 million active customers for my lemonade stand that I started 10 years ago. lol.
Okay but really... just as some others have said, if there were even 500k active players, Rawl'Kha would be just as full, if not more because vet zones and normal zones are combined, as before. New players may think that it's crowded right now, but, boy, Rawl'Kha was PACKED way-back-when. Can't believe some people would actually believe ZoS' statement claiming that they have 10 million active players. Like... really? Guess I'll never know why they reduced PvP pop limit, cut down on PvP campaigns, and combined vet zones and normal zones. If ZoS actually fixed things that needed, and still need, fixing, maybe then the game could have at least one million active players... but nah they thought we needed housing and warden before anything else.
MLGProPlayer wrote: »DemonDruaga wrote: »It feels like there are more or less like 200-300. Where ever I go I see the same endgame players that I saw years back. New players come, expitience the broken rng, and leave.
That's because the game uses instances... You can only see a few dozen players on your screen at any given time. The rest are in different instances.
Rawl'kwa takes a few % as most are other places and it has many instances, same with vivec city.
Rawl and reaper march got more instances around homestead because people complained about lag and long loading times.
MLGProPlayer wrote: »DemonDruaga wrote: »It feels like there are more or less like 200-300. Where ever I go I see the same endgame players that I saw years back. New players come, expitience the broken rng, and leave.
That's because the game uses instances... You can only see a few dozen players on your screen at any given time. The rest are in different instances.
Thank god for that. Could not imagine rawl without instances.
Yes, I know, you can estimate if its prime or slow time but it also depend how populated your shard is, they can not discard it while its players in it.lordrichter wrote: »Rawl'kwa takes a few % as most are other places and it has many instances, same with vivec city.
Rawl and reaper march got more instances around homestead because people complained about lag and long loading times.
People do need to get over the idea that they can estimate active game population by seeing how busy a zone or location, like Rawl'kha, is. My view is that it is like trying to count the number of people in a busy train station, while looking through a toilet paper roll tube. At any given time, you see only a fraction of the population. By the time you complete a full 'survey', the place where you started has changed.
It used to be an idea to count people in banks, then certain crafting locations, then social areas. Today, there are more locations, and the poplarity changes. On top of that, ZOS works to limit how much you can see through that tube.MLGProPlayer wrote: »DemonDruaga wrote: »It feels like there are more or less like 200-300. Where ever I go I see the same endgame players that I saw years back. New players come, expitience the broken rng, and leave.
That's because the game uses instances... You can only see a few dozen players on your screen at any given time. The rest are in different instances.
Thank god for that. Could not imagine rawl without instances.
It would be insane and unplayable. Such things would set new standards by which "lag" was defined.
Someday, I would really like to know what the historical max population in a particular location (like Davon's Watch, etc) was. I doubt that ZOS even tracks that sort of thing.
Yes, I know, you can estimate if its prime or slow time but it also depend how populated your shard is, they can not discard it while its players in it.
Make me wonder if reaper march is an good place for farming mats, most players are in Rawl and population count is probably set lower than most zones as you would have to render more players than in most zones there players are more spread out. An zone without an popular city might have an higher player population so more players out in zone.
MLGProPlayer wrote: »Yes, those numbers are real. They are combining the consoles and pc players though, which begs the question on how many pc and console players their really are but still, that is the real deal. There is 10 million players. Why do you think you can always find a toon in a zone questing/ exploring?Active Subscribers does not equal active players. Most "subscribers" for mmo's like WoW tend to just leave their subscriptions running long after they stopped playing the game. I met alot of friends offline that did and still do, exactly that with that game.MLGProPlayer wrote: »WoW had 12 million SUBSCRIBERS (aka active players) at its peak.
Active player numbers is a different story but surprise, surprise. Blizzard stopped releasing "active player numbers" long ago. Unlike FFXIv and their census.
Nobody leaves a $15/month subscription running for a service they no longer use, unless they've died and didn't have a chance to cancel.
MLGProPlayer wrote: »Yes, those numbers are real. They are combining the consoles and pc players though, which begs the question on how many pc and console players their really are but still, that is the real deal. There is 10 million players. Why do you think you can always find a toon in a zone questing/ exploring?Active Subscribers does not equal active players. Most "subscribers" for mmo's like WoW tend to just leave their subscriptions running long after they stopped playing the game. I met alot of friends offline that did and still do, exactly that with that game.MLGProPlayer wrote: »WoW had 12 million SUBSCRIBERS (aka active players) at its peak.
Active player numbers is a different story but surprise, surprise. Blizzard stopped releasing "active player numbers" long ago. Unlike FFXIv and their census.
Nobody leaves a $15/month subscription running for a service they no longer use, unless they've died and didn't have a chance to cancel.
f047ys3v3n wrote: »1) While great competition in MMO's exists now on the PC there is almost no competition on the console. ESO was aimed primarily at that market, a market that is far larger than the PC market today which is larger than the PC market was when WoW set those numbers. In other words, ESO faced no more competition than WoW and had a larger potential market.
I always read claims that the console market is far larger than the PC market. Do you have any numbers?
All I find is the opposite, like here for example: https://www.digitaltrends.com/gaming/pc-market-grew-in-2016-led-by-mobile-and-pc-gaming/
KingYogi415 wrote: »Zos has said each platform has around 300k active users.
Out of 10 mil copies bought sounds about right to me.
KingYogi415 wrote: »Zos has said each platform has around 300k active users.
Out of 10 mil copies bought sounds about right to me.